/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_Broodlord_Lashlayer
 SD%Complete: 100
 SDComment:
 SDCategory: Blackwing Lair
 EndScriptData */

#include "ScriptPCH.h"

#define SAY_AGGRO               -1469000
#define SAY_LEASH               -1469001

#define SPELL_CLEAVE            26350
#define SPELL_BLASTWAVE         23331
#define SPELL_MORTALSTRIKE      24573
#define SPELL_KNOCKBACK         25778

class boss_broodlord: public CreatureScript {
public:
    boss_broodlord() :
            CreatureScript("boss_broodlord") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_broodlordAI(pCreature);
    }

    struct boss_broodlordAI: public ScriptedAI {
        boss_broodlordAI(Creature *c) :
                ScriptedAI(c) {
        }

        uint32 Cleave_Timer;
        uint32 BlastWave_Timer;
        uint32 MortalStrike_Timer;
        uint32 KnockBack_Timer;

        void Reset() {
            Cleave_Timer = 8000; //These times are probably wrong
            BlastWave_Timer = 12000;
            MortalStrike_Timer = 20000;
            KnockBack_Timer = 30000;
        }

        void EnterCombat(Unit * /*who*/) {
            DoScriptText(SAY_AGGRO, me);
            DoZoneInCombat();
        }

        void UpdateAI(const uint32 diff) {
            if (!UpdateVictim())
                return;

            //Cleave_Timer
            if (Cleave_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_CLEAVE);
                Cleave_Timer = 7000;
            } else
                Cleave_Timer -= diff;

            // BlastWave
            if (BlastWave_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_BLASTWAVE);
                BlastWave_Timer = urand(8000, 16000);
            } else
                BlastWave_Timer -= diff;

            //MortalStrike_Timer
            if (MortalStrike_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_MORTALSTRIKE);
                MortalStrike_Timer = urand(25000, 35000);
            } else
                MortalStrike_Timer -= diff;

            if (KnockBack_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_KNOCKBACK);
                //Drop 50% aggro
                if (DoGetThreat(me->getVictim()))
                    DoModifyThreatPercent(me->getVictim(), -50);

                KnockBack_Timer = urand(15000, 30000);
            } else
                KnockBack_Timer -= diff;

            if (EnterEvadeIfOutOfCombatArea(diff))
                DoScriptText(SAY_LEASH, me);

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_broodlord() {
    new boss_broodlord();
}
